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-rw-r--r--shaders/skia/64-5.shader_test103
1 files changed, 103 insertions, 0 deletions
diff --git a/shaders/skia/64-5.shader_test b/shaders/skia/64-5.shader_test
new file mode 100644
index 0000000..d634c39
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+++ b/shaders/skia/64-5.shader_test
@@ -0,0 +1,103 @@
+[require]
+GLSL >= 1.40
+
+[fragment shader]
+#version 140
+
+out vec4 sk_FragColor;
+uniform vec4 uColor_Stage0;
+uniform vec4 uscale0_1_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale2_3_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale4_5_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale6_7_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale8_9_Stage1_c0_c0_c1_c0;
+uniform vec4 uscale10_11_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias0_1_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias2_3_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias4_5_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias6_7_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias8_9_Stage1_c0_c0_c1_c0;
+uniform vec4 ubias10_11_Stage1_c0_c0_c1_c0;
+uniform vec4 uthresholds1_7_Stage1_c0_c0_c1_c0;
+uniform vec4 uthresholds9_13_Stage1_c0_c0_c1_c0;
+noperspective in vec2 vTransformedCoords_0_Stage0;
+vec4 LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4 _input) {
+ vec4 _output;
+ float t = vTransformedCoords_0_Stage0.x + 9.9999997473787516e-06;
+ _output = vec4(t, 1.0, 0.0, 0.0);
+ return _output;
+}
+vec4 UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(vec4 _input) {
+ vec4 _output;
+ float t = _input.x;
+ vec4 scale, bias;
+ if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.w) {
+ if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.y) {
+ if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.x) {
+ scale = uscale0_1_Stage1_c0_c0_c1_c0;
+ bias = ubias0_1_Stage1_c0_c0_c1_c0;
+ } else {
+ scale = uscale2_3_Stage1_c0_c0_c1_c0;
+ bias = ubias2_3_Stage1_c0_c0_c1_c0;
+ }
+ } else {
+ if (t < uthresholds1_7_Stage1_c0_c0_c1_c0.z) {
+ scale = uscale4_5_Stage1_c0_c0_c1_c0;
+ bias = ubias4_5_Stage1_c0_c0_c1_c0;
+ } else {
+ scale = uscale6_7_Stage1_c0_c0_c1_c0;
+ bias = ubias6_7_Stage1_c0_c0_c1_c0;
+ }
+ }
+ } else {
+ {
+ if (t < uthresholds9_13_Stage1_c0_c0_c1_c0.x) {
+ scale = uscale8_9_Stage1_c0_c0_c1_c0;
+ bias = ubias8_9_Stage1_c0_c0_c1_c0;
+ } else {
+ scale = uscale10_11_Stage1_c0_c0_c1_c0;
+ bias = ubias10_11_Stage1_c0_c0_c1_c0;
+ }
+ }
+ }
+ _output = t * scale + bias;
+ return _output;
+}
+vec4 TiledGradientEffect_Stage1_c0_c0(vec4 _input) {
+ vec4 _output;
+ vec4 t = LinearGradientLayout_Stage1_c0_c0_c0_c0(vec4(1.0));
+ {
+ {
+ float t_1 = t.x - 1.0;
+ float tiled_t = (t_1 - 2.0 * floor(t_1 * 0.5)) - 1.0;
+ t.x = abs(tiled_t);
+ }
+ _output = UnrolledBinaryGradientColorizer_Stage1_c0_c0_c1_c0(t);
+ }
+ return _output;
+}
+void main() {
+ vec4 output_Stage1;
+ {
+ output_Stage1 = TiledGradientEffect_Stage1_c0_c0(vec4(1.0, 1.0, 1.0, 1.0));
+ }
+ {
+ sk_FragColor = output_Stage1;
+ }
+}
+
+[vertex shader]
+#version 140
+
+uniform vec4 sk_RTAdjust;
+uniform mat3 uCoordTransformMatrix_0_Stage0;
+in vec2 position;
+in vec2 inLocalCoord;
+noperspective out vec2 vTransformedCoords_0_Stage0;
+void main() {
+ vec2 pos2 = position;
+ vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inLocalCoord, 1.0)).xy;
+ gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
+ gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
+}
+